[QUOTE=inno98;29116892]Does anyone know how to make a custom tf2 kill icon?[/QUOTE]
Ask Neo.
Dammit :ninja:
[QUOTE=acfan;29112789]Do you know when they'll be available?[/QUOTE]
Whenever we get around to decompiling and recompiling every weapon model in the game to have team colors.
[QUOTE=inno98;29116892]Does anyone know how to make a custom tf2 kill icon?[/QUOTE]
drawing it or getting it ingame
coz there's an outdated video of me drawing one here
[url]http://www.youtube.com/watch?v=cB4qNfmwyvQ[/url]
A fun request for the Roosebelt :) [IMG]http://media.comicvine.com/uploads/4/41486/959037-stuffedhobbes_super.jpg[/IMG]
[QUOTE=blaholtzen;29116736]i'm using a phongmask (alpha of normalmap) and doing just as the wiki suggests but there's no difference
also the seam on the chest is normalmapped
[img_thumb]http://img576.imageshack.us/img576/1362/sjdfb.jpg[/img_thumb][/QUOTE]
most likely your .vmt then (phongexponent)
[editline]11th April 2011[/editline]
and what sexy robot said too
[QUOTE=Sexy Robot;29116769]I would make the normal map have the alpha in it.[/QUOTE]
exactly what i did, that's the phongmask but it does nothing for some reason...
[QUOTE=NeoDement;29117006]drawing it or getting it ingame
coz there's an outdated video of me drawing one here
[url]http://www.youtube.com/watch?v=cB4qNfmwyvQ[/url][/QUOTE]
Did you update your pack of kill icons lately or is it completely outdated? I just started playing TF2 again so I haven't been keeping up on the mods.
it's completely up to date
[url]http://benbur.net/tf2/Mods/Other/ImprovedIcons/[/url]
That Rocket Launcher looks unfinished. Look at the "seam" near the front grip.
[highlight](User was permabanned for this post ("Alt of permabanned user" - Daimao))[/highlight]
[QUOTE=blaholtzen;29117038]exactly what i did, that's the phongmask but it does nothing for some reason...[/QUOTE]
"$bumpmapalphaphongmask" "1" ?
[QUOTE=Eeshton;29116391]My first model was similar to that, in fact it was a pistol even! I don't have any pictures, but from what I recall it was much better than that, no offense.
Same effort if you choose to go into that field, saying otherwise is just insulting people's work.[/QUOTE]
then why are your current models so utterly inferior?
here's the vmt:
[code]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\engineer/teddy"
"$bumpmap" "models\player\items\engineer/teddy_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" ".5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
}
}
[/code]
both the base texture and the normalmap's alpha has the eyes and nose masked out in white
[QUOTE=NassimO PotatO;29117146]It's done maggets !
[img_thumb]http://img10.hostingpics.net/pics/834017soldier.png[/img_thumb][/QUOTE]
I do like it, but your teeth are underdetailed
[QUOTE=NeoDement;29117299]I do like it, but your teeth are underdetailed[/QUOTE]
I can't get a good result, i tried x times :v:
I usually just copy from similar .vmts but the values I highlighted below seem odd
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3" <--- change 1-2 range
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]" <----- play with this
[QUOTE=NassimO PotatO;29117339]I can't get a good result, i tried x times :v:[/QUOTE]
Just put the original 3D ones back then, it looks like that's what the original image did
[QUOTE=Contrails;29117367]I usually just copy from similar .vmts but the values I highlighted below seem odd
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3" <--- change 1-2 range
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]" <----- play with this[/QUOTE]
the phongboost is fine, it can go that low if need be.
I need to practice modeling, someone give me an idea.
[QUOTE=NassimO PotatO;29117146]It's done maggets !
[img_thumb]http://img10.hostingpics.net/pics/834017soldier.png[/img_thumb][/QUOTE]
I think his first finger on his left hand looks a bit odd, like it has only 2 phalanges rather than three. The first joint above the knuckle isn't pronounced like the rest of the fingers by the shadow so it needs a tiny bit of detail or it looks like it doesn't bend.
[QUOTE=Sexy Robot;29117354][code]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\engineer/teddy"
"$bumpmap" "models\player\items\engineer/teddy_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" ".5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]"
"$bumpmapalphaphongmask" "1"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
}
}
[/code][/QUOTE]
"$bumpmapalphaphongmask" "1" is a useless command as it already does that by standard
[QUOTE=blaholtzen;29117628]"$bumpmapalphaphongmask" "1" is a useless command as it already does that by standard[/QUOTE]
Not for me it doesn't.
It does "$basemapalphaphongmask" "1" for me.
Ive just made this for Guillebon
[IMG]http://i56.tinypic.com/5urajq.png[/IMG]
Gonna upload in a min
[editline]11th April 2011[/editline]
Done, someone make a banner if you want
[url]http://www.mediafire.com/?oa4m5y227l9u8qa[/url]
[img]http://img10.hostingpics.net/pics/382740soldier.png[/img]
The very final one this time :v:
And u can see from wat i started.
[QUOTE=Sexy Robot;29117677]Not for me it doesn't.
It does "$basemapalphaphongmask" "1" for me.[/QUOTE]
well if i put that command in the normalmap disappears
i tried "$bumpmapalphaphongmask" "1" aswell but that dosen't chane anything, it even says this in the wiki:
"The Phong mask is a greyscale image stored in the alpha channel of the models normal map (defined by $bumpmap). This mask defines on a per texel basis the intensity, or strength, of the Phong highlight for that texel. Black represents the lowest intensity and shows no Phong highlight at all (literally knocking it out), whereas white represents the brightest, or full intensity for that texel."
[QUOTE=lol user;29117720]Ive just made this for Guillebon
[img_thumb]http://i56.tinypic.com/5urajq.png[/img_thumb]
Gonna upload in a min
[editline]11th April 2011[/editline]
Done, someone make a banner if you want
[url]http://www.mediafire.com/?oa4m5y227l9u8qa[/url][/QUOTE]
you forgot the pink ears and the confused eyes
Ok, sexy robot and humblerbee are requesting a reverse strap on dildo for demoman, so it looks like hes been skullfucked.
they are too weak to post it on their own and I was voted to post
[QUOTE=NassimO PotatO;29117146]It's done maggets !
[img_thumb]http://img10.hostingpics.net/pics/834017soldier.png[/img_thumb][/QUOTE]
Make the sleeves a bit baggier. I don't know what it is, but soldiers left are right, looks awkward.
Also the grey we can see through the trigger is completely different.
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